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I got the doors to link (the elevator door I was trying to use apparently had some built-in scripts to it, so I went with a different door and worked like a charm)... and I think I've got a way to do what I want, except now the compiler is throwing an error about an invalid something or other. Need to look into the scripts, now that I know where they are located - I think I made an error setting up one variable, and it got "stuck" in the script and even though I'm now using it correctly, that earlier mistake is still clogging the works. If nothing else, the actual perks work when assigned by console command, so that 'stage' is at least functional. Certainly a lot more involved than I thought it would be, going in. But bit by bit, it's coming together. :)
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Aha, see, that's something I did not know. When I 'saved' my mod, it did not "save" the scripts WITH it. I assumed they were part OF the mod, since they're needed for it to, you know, work. But if they're separate... then I need to combine them with the ESP in the ZIP archive. That would make them 'loose', I assume. I've heard of BA2 archives, of course, but never really looked into how to make them or open them up and alter files and re-seal them, as I have seen some recommend. I've been doing more 'grunt work', tinkering in the CK with world building and what not. Created my new interior space, applied lighting, etc and -thought- I had linked the door to a door in the external world, but even though everything seems to be set up, the door remains static, with no activation. More investigation. I programmed a bit in Visual Basic and, like, Fortran and even some hexadecimal in electronics class... but that's like thirty years ago, so, yeh, I understand the general principles of functions and program design, etc. but it's been a while and everything old is new again. Thanks for the assist, folks!
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Quite the novice, here. I am sort of getting a handle on the building-blocks of the creation kit. I created a holotape in the world that has several dialog options, and I made a new item I placed in the world, and I made a perk that USED to be granted by the Featured Item, above, when picked up. I switched computers, and now I can only grant that perk by console command - the Featured Item no longer grants the perk. As I understand it, the Featured Item granted the perk by way of a script I had created (somehow). Which leads me to suspect that somehow when I created the ESP on my old computer, it did not include the script as part of the mod, so having the ESP on my new computer ~without~ the script, is what causes the Featured Item to not "work" as it used to do. I use a standardized naming scheme, so I can easily pull up all the things my mod changes, so I can see the Message that links to the featured item, and the terminal text that links to the 'physical' holotape, and the magic spells and so on that make up the perk. What I can't see, are SCRIPTS. Quests, of course, are basically just scripts, and while i often see references to quest stages, I'm not sure how to ~follow~ the course of events caused by scripts / quests running through their steps. IS there a way to view / follow scripts? The script name I had used for the Featured Item was listed in the perk's detailed window, but I could not EDIT it or view its properties or anything (possibly because switching to a new PC did not move the script over). I'm looking forward to having options in a holotape give varying perks with one "give them all" dialog option that grants all the perks at once, which should be a simple matter of the grant-a-perk script just running through all the options. I -think- I can make it so that the holotape only has ~functional~ options when the player character is seated in a specific medical chair that I'll place in the world. Somewhere I'm sure I can fit that 'condition' so that the perks will only be installed when the player chooses a perk from the holotape connecting their PipBoy to the surgical chair. Thanks for any assistance. Been watching YouTube videos but so far they haven't sunk in very deep (and at work, as I am, I cannot watch them now :>)
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Trying out Vortex this week, hope it goes well!
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Limited Vortex alpha release today, full release soon
Sorpaijen replied to Dark0ne's topic in Site Updates
In response to post #62541756. Sweet! If Vortex beta is as stable as NMM beta has been, I'll be glad to swap! -
Limited Vortex alpha release today, full release soon
Sorpaijen replied to Dark0ne's topic in Site Updates
I know "soon" means Soon , in other words, when it's ready.... but is there any ETA on a more public release of Vortex? 2018? 2020? -
Awesome! Not just once-a-month, then
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It occurs to me that I don't even know the keyboard shortcut to display the symbol for the English pound... hope I have cause to learn it when talking to my friends about this event. ;D
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Bit spoilery, but at some point the Brotherhood of Steel will wipe out the Railroad and I'd like to see a mod that basically prevents that from happening. The whole rationale behind the Brotherhood taking out the Railroad is flimsy at best --- they are a rag tag group of people who HATE the Institute. They think Synths are sentient and are rescuing them and scattering them about the Commonwealth, sure, but they aren't MAKING any. Once the Institute is ~dealt with~ by the Brotherhood, then the Railroad won't really have much reason for existing. Granted, the Brotherhood might want to hunt down rogue synths to destroy them... and the Railroad doesn't want that to happen... so they are not ~allies~, to be sure, but I don't see any need for the BoS to ~exterminate~ the Railroad. Now it could be as simple as NOT taking a mission that's provided by a BoS NPC (Kells?).... as long as I avoid talking to him, I never get the mission that triggers the attack, perhaps? If I can keep both Railroad and BoS alive and still finish the main quest, I'd like to do that. If the main questline gets ~blocked~ until I exterminate the Railroad, that's what I want to change with a mod. Perhaps even a mod that skips over the quest, and lets me lie to the Brotherhood,... so all their dialog will continue to talk about how I wiped out the Railroad but I ~didn't~ actually. I seem to recall reading that at some point P.A.M. will send you to kill the Brotherhood (which seems a rather ludicrously difficult task).... and I'd need some way to stop her from triggering THAT mission, too.
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Used to be, we altered our ini and Fallout 4 knew to use the modded meshes and textures just fine.... but now, we have to strip that line (bArchiveInvalidation) out of our ini files or the game will crash.... I tried using the Reset Archive Invalidation feature of the Nexus Mod Manager (NMM) but whatever that used to do, doesn't work any more, either, it seems. It looks like we may just have to wait until brighter minds figure out a way to slap some sense into the Fallout engine and make it see the changes we want made.
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Been posting about this all over the place tonight, trying to find answers, too. I finally got mods that ~do~ something (lower weapon on button press, raise settlement budget to infinity, jetpack with currently-invisible backpack).... but all my custom textures and meshes are not showing. And I have no idea how to MAKE them. Most of the texture mods don't show up in the in-game MODS menu at all, and even if they did, when I try to disable/enable or move mods around it says it is going to now load my mods..... and instead crashes. :P I also crash when I mouse over a modded weapon in my inventory but I know why that is ---- the weapon is invisible and has no mesh/texture/icon and the game crashes because of that. And of course my skin is purple and my altered outfits are no longer altered but quite vanilla and my landscapes --- ye gods, I'd forgotten how bland and boring and brown the game was!
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I WISH. I finally got the game to load without crashing, and mods that ~do~ something like give an infinite settlement building budget, or let me lower my weapon with a button press or give me jetpack effect through a (currently invisible) backpack all work just fine.... but none of my new textures or meshes appear at all. I think if I could only get the game to 'see' my new textures and meshes, things would be fine. But I've tried everything I've seen suggested and have had no luck so far. Using the in-game Mod menu crashes after it tells me it will now load my mods... the old sResourceDataDirs=TEXTURES\ lines that we used to have to add do not work.... the bArchiveInvalidation stuff we added later now does not work.... just not the way I wanted to spend five hours on a Thursday night. :P
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How to get mods working after the latest beta update
Sorpaijen replied to larsmaehlum's topic in Fallout 4's Discussion
I hear so many people having an easy time of this transition but I'm sure not one of them. Some mods appear to work fine -- I just installed one that lowers a weapon when you hold the holster button and it worked fine. Better Stores shows up in the settlement workshop menu just fine, but none of the actual items are visible. Nor are any of my clothing or skin texture mods. When I mouse over a mod-created weapon in my inventory, the game crashes because it cannot find the icon for the modded weapon (I know that crash's cause by heart).... and of course my settlers are walking around with invisible bodies because of the missing textures on their skin and clothes. When I use the in-game Mods function, everything looks fine. If I disable and then enable a mod, I get a message that I have changed the order or something and it will now Load all my mods.... but then it crashes every time. If that process actually completed, it might work. I removed the bArchiveInvalidation line from my Custom ini file.... I tried to add back in the old sResourceDataDirs/ TEXTURES/, and so on like we used to have to do, but that did not work.... I found my Plugins.txt (finally) and put an asterisk in front of all my mods... (that MAY be why any of them worked at all, but texture / mesh mods still do not work). I tried putting an asterisk in front of all my mods in the DLCList.txt file but that just caused a crash so I returned that to normal... Siiiiiiigh. -
Is it possible to get a modded savegame running again?
Sorpaijen replied to xforce11's topic in Fallout 4's Discussion
Not ~exactly~ the same situation for me, but.... I have an older character (my first) with 200+ hours invested, but I have played 400+ hours since then, and added and removed mods left and right. My current game and presumably new games would load just fine, but those older games cause Fallout 4 to crash when I "confirm" loading them. I seem to recall reading that if Fallout detects a large number of missing ESPs, it'll crash. Thing is, I do not know which ESPs are missing because it never gives me the pop-up where it lists the missing ESPs and as I said, I've added and removed a LOT of mods over the hundreds of hours since I last played my Original character. Is there some way to ~force~ the older save-game to load, so I can then SAVE it with the current mod set-up? EDIT: May have found the solution ---- http://forums.nexusmods.com/index.php?/topic/3823935-ctd-after-loading-save/page-2 Now to find this save-game editor program.... aaaaand it's under nexus moderator review. :P